Jump to content
  • 0

CRL modding error code


8088mph

Question

Hey, y'all. I've been trying to get started on a vanilla doom mod (haven't touched vanilla in a while,) and i've hit a rough patch. I added my first sprite, added the decal file, and moved over to UDB so I can know what I'm placing down (changed thing names.)

Unfortunately, it breaks it, I don't know what I did wrong. The Error Code (seen below) gives a lump that doesn't seem to be in the wad? When I put my pwad files at the very end of my wad, it points to the playpal? I'm not sure if it's the DEHACKED, or anything.

 

image.png.f49a1b491817fcc6c1759a13c42957bf.png

buggymess.zip

Edited by 8088mph
context

Share this post


Link to post

3 answers to this question

Recommended Posts

  • 0

There's a few things going on.

 

1. Your TEXTURE and PNAMES lumps are generated using Doom 2, instead of Ultimate Doom. Make sure to use Doom.wad as your base resource archive on Slade when you generate those lumps.

2. Add some more geometry to your map. With only one sector, not all the necessary map lumps are generated and it will throw an error when testing in Chocolate Doom.

3. Add an SS_END marker before or after your S_END marker (so that you have both). This is for port compatibility, and won't affect Chocolate Doom.

4. The last problem is an odd one, that I don't quite know why it works as it does. The PLAYPAL file seems to be the culprit. By moving it below your sprite definitions (so below the S_END and SS_END markers) everything seems to work fine. As I said, I have no clue why this is required, and I don't think you need to do that with Doom 2 wads. Somebody more knowledgeable with UDoom modding might know more about this behavior.

 

As a side note, your PLAYPAL only contains one palette, and you should generate the other 13 if you want things to look proper. Also the COLORMAP might not look very nice with your current set of colors. I don't know what you're aiming for so I won't claim this as a mistake, but thought I'd mention it anyway.

Share this post


Link to post
  • 0
13 hours ago, Aurelius said:

There's a few things going on.

 

1. Your TEXTURE and PNAMES lumps are generated using Doom 2, instead of Ultimate Doom. Make sure to use Doom.wad as your base resource archive on Slade when you generate those lumps.

2. Add some more geometry to your map. With only one sector, not all the necessary map lumps are generated and it will throw an error when testing in Chocolate Doom.

3. Add an SS_END marker before or after your S_END marker (so that you have both). This is for port compatibility, and won't affect Chocolate Doom.

4. The last problem is an odd one, that I don't quite know why it works as it does. The PLAYPAL file seems to be the culprit. By moving it below your sprite definitions (so below the S_END and SS_END markers) everything seems to work fine. As I said, I have no clue why this is required, and I don't think you need to do that with Doom 2 wads. Somebody more knowledgeable with UDoom modding might know more about this behavior.

 

As a side note, your PLAYPAL only contains one palette, and you should generate the other 13 if you want things to look proper. Also the COLORMAP might not look very nice with your current set of colors. I don't know what you're aiming for so I won't claim this as a mistake, but thought I'd mention it anyway.

Thank you for the (many) fixes, I hope you don't mind if I ask one more question. CRL doesn't seem to be loading the dehacked file during testing but the map editor shows my custom dehacked, is this an issue with the source port, or do I need to load it manually?

Share this post


Link to post
  • 0
5 hours ago, 8088mph said:

CRL doesn't seem to be loading the dehacked file during testing but the map editor shows my custom dehacked, is this an issue with the source port, or do I need to load it manually?

Chocolate Doom (and by extension CRL) doesn't load the deh-file automatically from the wad as most other source ports do. You can use the -dehlump command-line parameter to do this, or alternatively use -deh and provide the path to the dehacked file.

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...